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World 2 Boss: Fiora - Magi[GFX], cstutor89[ASM]

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Claimed by: Ludus/Ladida, cstutor89

Briefing: The proposed boss for this level is the Dryad. Design is currently being worked on by Ludus and Attacks have not been finalized yet and is currently being worked on by cstutor89


Current Artwork:

Here's an spritesheet. As some have stated on the other thread, i'll be reworking on the head.
Fuck, that's awesome!
Your layout has been removed.
Lovely, though I hope you can cram all of it into one ExGFX file. The head and bottom of the flower platform are mostly the same tile, so I can't see it being too difficult.
Originally posted by Bloop
Fuck, that's awesome!

Thanks.

Originally posted by SNN
Lovely, though I hope you can cram all of it into one ExGFX file. The head and bottom of the flower platform are mostly the same tile, so I can't see it being too difficult.

hmmm... I quite don't get how the flower have any duplicated tiles, and i don't think it is at all possible to put all of it in a single ExGFX file, possible 3, but 1 is impossible.
I don't know a thing about ASM, but a sprite can't use more then 1 exgfx file? if that's the case i can put the Dryad, and the attacks in different bins.



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Three ExGFX files for a boss is pretty extreme, and with ROM space as tight as it is, I fear we'll end up overflowing. See what you can do about working it into two, but anything more than that will be too excessive. It looks like frames 2 and 4 in the first box are the same, and the flower's bottom is the same in every frame until it gets thorns. The fruit at the bottom can probably use a few less frames as well.

As a whole, if you're able to "reuse" a couple of frames and cut one or two, I think we can make this fit in two.
Regarding the size of the files individually; there can be 4 sprite files. The first one is primarily reserved for Mario's 8x8 tiles for running, etc, as well as the actual "frame" for Mario himself, Yoshi/podoboo, and other "dynamic" things. Usage of this page is usually not recommended unless the circumstance is extreme enough to warrant it. The second is primarily for powerups and a few global enemies. The third and fourth are for whatever the purpose requires, but are used for tileset-specific enemies, bosses, and the like in SMW originally.

If possible though, 3 graphics files would be ideal to use (although 2 graphics files would be even more so), since I doubt dynamic sprites are going to be used in this project due to space limitations.



i'll try to make it fit in two bins then. Thanks for the explanation Sonikku.

EDIT: It was hard, but i got this:

Removed an body frame (just making it go up and down will have the same effect) and a Purple berry frame. Then i managed to make them all fit the 2 ExGFX files but the brambles. so i needed to cut it in several 8x8 parts. Is there any problem with it?



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Just a side-note: I set it up so the boss room for this thing is Level 49. I left the boss room unfinished though since I had no idea how this thing will behave.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Ludus: That's so fuckin awesome! I love the body of that Dryad. It looks very realistic.
Sonikku: Don't mess up and finish this boss hurry! SON i'm your father so you have to be fast.

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by Luigi370
Sonikku: Don't mess up and finish this boss hurry! SON i'm your father so you have to be fast.



Yeah, because rushing is totally a good idea.

Originally posted by Luigi370
SON i'm your father so you have to be fast.



What the hell.... you should NOT RUSH


It is important he does not...
blunted
Originally posted by tr9536on
you should NOT RUSH


It is important he does not...




*sigh* this guy doesn't get tired of making dumb posts. '--

EDIT-Y EDIT: Hmm... just in case Ludus runs out of tiles, he could make another ExGFX file overwritting the enemy graphics, since they won't appear in this battle... couldn't he?

Magiluigi: I managed to make all the graphics fit into 2 ExGFX bins. So no problem. it's just the ASM that is missing now.



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Originally posted by Magiluigi
EDIT-Y EDIT: Hmm... just in case Ludus runs out of tiles, he could make another ExGFX file overwritting the enemy graphics, since they won't appear in this battle... couldn't he?

Of course, but it's not a matter of graphics slots, but a matter of ROM space, which we are running low of, which is also the reason why level optimizing has been started recently.

Although I'm pretty sure we could also heavily optimize ExGFX files themselves to gain some space, in case ROM space STILL ends up not being enough after level optimizing.
Your layout has been removed.
But how would ExGFX files be optimized? By replacing unused tiles with blank tiles or something alike?

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Pretty much, yeah.

No, blank tiles do as far as I know take up the same amount of space as used tiles [citation needed], I meant it more like filling unused tiles up with other ExGFX' stuff to combine some ExGFX files, but yeah it wouldn't help a lot.
Your layout has been removed.
Originally posted by leod
No, blank tiles do as far as I know take up the same amount of space as used tiles [citation needed]

Citation not given.
All ExGFX files are compressed prior to insertion, and repeated data (for example the 00 00 00 00 that make up a blank tile) compresses better than random data.
All (useful) compression formats work like that: Predictable data shrinks, unpredictable data sees no (notable) change.
<blm> zsnes users are the flatearthers of emulation
If we used that LC_LZ3 thingy, would ExGFX eat less space?

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